Committed changes from previous weeks, biggest changes are:
* Canvas can now have multiple "surfaces" that each can have specific format, type and settings.
* Renewed UI to support this new system.
* Aside from old "image sequence" output format, Dynamic Paint can now work on vertex level as well. Currently vertex paint and displace are supported.
* Integrated vertex level painting with Point Cache.
* Added viewport preview for Point Cache surfaces.
Due to massive amount of changes, old Dynamic Paint saves are no longer supported. Also some features are temporarily missing or may not work properly.
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering
One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
Vertex parents were not requesting the original index layer, now do this as
part of depsgraph building, and make constraints with vertex groups use the
same system. Fix is based on patch by Campbell, but with some changes.
- fix python error when the object had an empty material slot
- initialize start frame from the current frame
- set frame range to 300000 max (which is blenders own maximum)
- mesh order was arbitrary, instead use selected -> active, removed invert option.
also fix for missing include in bpy_extras.view3d_utils
Sculpt and Paint undo steps kept hanging in the sculpt/paint modes.
Now undo will switch back to global undo, and redo enter the mode
again. Just like weight/vertex paint.
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"
The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).
This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########
epydocs (rst) updated too
Reported by Pelle Johnsen
Fix falloff import. Point light and Spot light always were set to inverse quad, instead of choosing the proper one based on imported values.
The
The problem was that SCA_2DFilterActuator was defining and using a
variable called "m_gameObj", when it should be using "m_gameobj" as
defined by SCA_ILogicBrick. The way it was, reparenting did only half
the work required to duplicate the actuator.
Patch by Alex Fraser, thanks!